UDataRegistrySettings

Settings for the Data Registry subsystem, these settings are used to scan for registry assets and set runtime access rules

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MacOS
Linux

Inheritance Hierarchy

References

Module

DataRegistry

Header

/Engine/Plugins/Runtime/DataRegistry/Source/DataRegistry/Public/DataRegistrySettings.h

Include

#include "DataRegistrySettings.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Game, defaultconfig, NotPlaceable, Meta=(DisplayName="Data Registry"))
class UDataRegistrySettings : public UDeveloperSettings

Remarks

Settings for the Data Registry subsystem, these settings are used to scan for registry assets and set runtime access rules

Variables

Name Description

Public variable UProperty Category, EditAnywhere Config

bool

 

bIgnoreMissingCookedAssetRegistryData

If true, cooked builds will ignore errors with missing AssetRegistry data for specific registered assets like DataTables as it may have been stripped out

Public variable UProperty Category, EditAnywhere Config

bool

 

bInitializeAllLoadedRegistries

If false, only registry assets inside DirectoriesToScan will be initialized.

Public variable UProperty Category, EditAnywhere, Meta Config

TArray< FDirect...

 

DirectoriesToScan

List of directories to scan for data registry assets

Functions

Name Description

Public function Const

bool

 

CanIgnoreMissingAssetData()

Return true if we are allowed to ignore missing asset registry data based on settings and build

Overridden from UObject

Name Description

Public function Virtual

void

 

PostEditChangeProperty

(
    FPropertyChangedEvent& PropertyCha...
)

UObject interface

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